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1.
The question of whether computer-mediated communication can support the formation of genuine social systems is addressed in this paper. Our hypothesis, that technology creates new forms of social systems beyond real-life milieus, includes the idea that the technology itself may influence how social binding emerges within online environments. In real-life communities, a precondition for social coherence is the existence of social conventions. By observing interaction in virtual environments, we found the use of a range of social conventions. These results were analysed to determine how the use and emergence of conventions might be influenced by the technology. One factor contributing to the coherence of online social systems, but not the only one, appears to be the degree of social presence mediated by the technology. We suggest that social systems can emerge by computer-mediated communication and are shaped by the media of the specific environment.  相似文献   

2.

In this article, we describe a hybrid recommender system (RS) in the artistic and cultural heritage area, which takes into account the activities on social media performed by the target user and her friends, and takes advantage of linked open data (LOD) sources. Concretely, the proposed RS (1) extracts information from Facebook by analyzing content generated by users and their friends; (2) performs disambiguation tasks through LOD tools; (3) profiles the active user as a social graph; (4) provides her with personalized suggestions of artistic and cultural resources in the surroundings of the user’s current location. The last point is performed by integrating collaborative filtering algorithms with semantic technologies in order to leverage LOD sources such as DBpedia and Europeana. Based on the recommended points of cultural interest, the proposed system is also able to suggest to the active user itineraries among them, which meet her preferences and needs and are sensitive to her physical and social contexts as well. Experimental results on real users showed the effectiveness of the different modules of the proposed recommender.

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3.

In this paper we present an assistive system designed for supporting young children affected by autism in their process of learning pronunciation and meaning of new words. The system is built-up of a mobile application and objects identifiers which in our case were Estimote Beacon sensors. The system requires active participation of a parent who selects words to learn, records pronunciation of object names, selects illustrations, and activates and turns off the application. The entire process is designed to extend parents’ care and to support autistic children with an instant repetition of pronounced object’s names when those items are met during playing or moving around the house. An experimental part of our project consists of a report where we compare collected results of two autistic children using our application installed on a smart watch and on a smart phone. In both reported cases autistic children made a visible progress in speed of learning new words when compared to an equivalent period of time without assistive application support.

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4.
Group communication protocols (GCPs) play an important role in the design of modern distributed systems. A typical GCP exchanges control messages to provide message delivery guarantees, and a key point in the configuration of such a protocol is to establish the right trade-off between message overhead and delivery latency. This trade-off becomes even a greater challenge in systems where computing resources and application requirements may change at runtime. In such scenarios, the configuration of a GCP must be continuously re-adjusted to attain certain performance goals, or to adapt to current resource availability. This paper addresses this challenge by proposing self-managing mechanisms based on feedback control theory to a GCP especially designed to be self-manageable; in the proposed protocol, message overhead and delivery latency can be adjusted at runtime to follow some new operating set-point. The evaluation performed under varied scenarios shows the effectiveness of our approach.  相似文献   

5.
介绍了CAN总线的PCI接口通信卡的硬件电路和通信主控程序的设计以及驱动程序的开发,利用PCI接口芯片和双口RAM以及微控制器实现工业现场总线CAN总线节点与工控机之间的通信,设备驱动程序在实时嵌入式操作系统Vxworks下开发。  相似文献   

6.
ABSTRACT

E-government on social media has received much attention lately. Despite a recent call for further research into social interaction and communication aspects of e-government on social media, there is still limited empirical evidence regarding why individuals participate in the social aspect of e-government services and how that relates to their expectations and satisfactions. The present work addresses this gap by extending the Expectation-Confirmation Theory (ECT) to study communication and social interactions in government Facebook groups. The results show that communication quality and responsiveness are two key elements that contribute to the perceived level of usefulness. These two variables together with social interaction had a statistically significant effect on the overall confirmation of expectations. Perceived usefulness and satisfaction predict continuance use intention of e-government social networking services with satisfaction influencing such intention more than perceived usefulness. Further multi-group analyses show that generational difference and usage frequency moderates the relationships of the extended model. Managerial implications are provided.  相似文献   

7.
This paper discusses an experimental communication system for severely disabled persons that utilizes electrical responses from the brain. Scientific background and methodology as well as the results of a preliminary evaluation are presented.  相似文献   

8.
In spite of great improvements in early diagnosis and interventions, most children diagnosed with autism spectrum disorders (ASD) are unlikely to live independently when they reach adulthood. We have been conducting research on novel computer-based interventions with the goal of promoting social skills. Working with 26 children with ASD, their teachers, and other stakeholders, we have iteratively developed a set of activities based on applications that run on multitouch tablets. Our observations suggest these activities increased pro-social behaviors such as collaboration and coordination, augmented appreciation for social activities, and provided children with novel forms of expression.  相似文献   

9.
In contrast to a traditional setting where users express queries against the database schema, we assert that the semantics of data can often be understood by viewing the data in the context of the user interface (UI) of the software tool used to enter the data. That is, we believe that users will understand the data in a database by seeing the labels, drop-down menus, tool tips, or other help text that are built into the user interface. Our goal is to allow domain experts with little technical skill to understand and query data. In this paper, we present our GUi As View (Guava) framework and describe how we use forms-based UIs to generate a conceptual model that represents the information in the user interface. We then describe how we generate a query interface from the conceptual model. We characterize the resulting query language using a subset of the relational algebra. Since most application developers want to craft a physical database to meet desired performance needs, we present here a transformation channel that can be configured by instantiating one or more of our transformation operators. The channel, once configured, automatically transforms queries from our query interface into queries that address the underlying physical database and delivers query results that conform to our query interface. In this paper, we define and formalize our database transformation operators. The contributions of this paper are that first, we demonstrate the feasibility of creating a query interface based directly on the user interface and second, we introduce a general purpose database transformation channel that will likely shorten the application development process and increase the quality of the software by automatically generating software artifacts that are often made manually and are prone to errors.  相似文献   

10.
Interventions to support children with autism often include the use of visual supports, which are cognitive tools to enable learning and the production of language. Although visual supports are effective in helping to diminish many of the challenges of autism, they are difficult and time-consuming to create, distribute, and use. In this paper, we present the results of a qualitative study focused on uncovering design guidelines for interactive visual supports that would address the many challenges inherent to current tools and practices. We present three prototype systems that address these design challenges with the use of large group displays, mobile personal devices, and personal recording technologies. We also describe the interventions associated with these prototypes along with the results from two focus group discussions around the interventions. We present further design guidance for visual supports and discuss tensions inherent to their design.  相似文献   

11.
Although research on flow experience has recently received much attention, few studies have been published on the perceived interpersonal interaction factors of consumers and their influence in social commerce. In addition, few studies have focused on the impact of interpersonal interaction factors on flow experience. Drawing on the stimulus-organism-response framework, this study examines the impact of interpersonal interaction factors (perceived expertise, similarity, and familiarity) on the formation of flow experience and its subsequent effects on purchase intention in the context of social commerce. We investigate whether the impact of the three interpersonal interaction factors on flow experience differs between young and old users. We conduct a survey and collect 349 responses from users of a social shopping site in China. Our results indicate that interpersonal interaction factors positively relate to flow experience and subsequently influence purchase intention. We also find differences between young and old users in this area.  相似文献   

12.
13.
Hung-Yun  You-En  Hsiao-Pu 《Computer Networks》2008,52(13):2489-2504
The IEEE 802.11 WLAN technology has become the de facto standard for wireless Internet access. The spotty coverage of WLAN access points, however, confines the applicability of many real-time services such as VoIP within the boundary of the WLAN service area. In this paper, we investigate the problem of enhancing VoIP service for ubiquitous communication in a WLAN with spotty service area. We consider a university campus that has an established infrastructure for supporting SIP-based VoIP service through either wired or wireless data networks. The campus WLAN service does not have 100% full coverage, and hence users cannot make untethered VoIP calls anywhere on campus. The goal of this paper is to overcome the limitations of such “dead spots” for motivating the use of campus IP telephony service. To proceed, we start with two approaches called one-hop extension and dual-mode communication. The first approach uses multi-hop relay to extend the WLAN coverage, while the second approach leverages the availability of dual-mode handsets for ubiquitous voice communication. We implement the two approaches, and evaluate their performance in the campus testbed environment. We find that while the two approaches can effectively allow voice communication in WLAN dead spots, they have one common problem as the potential lack of support for voice call continuity that can cause degradation of the speech quality to an active call. We adopt a cross-layer solution based on signal processing algorithms to address the problem, thus achieving seamless voice call continuity while enabling ubiquitous voice communication on campus. Testbed evaluation shows promising results for future research along the proposed direction.  相似文献   

14.
The imaginative abilities of children on the autistic spectrum are reportedly impaired compared to typically developing children. This study explored computer mediated story construction in children with autism and typically developing peers. The purpose was to explore expressive writing ability, as a measure of imagination. Ten pairs of individually matched children (one typically developing and one child on the autistic spectrum) aged between seven and nine created reality and fantasy based stories using Bubble Dialogue software. The study provided a brief starting point for the stories, relying on the imaginative capabilities of the children to develop the stories beyond the story opening. The study contributes to the literature as an alternative to paper based studies of imagination given the known appeal of technology to most children, particularly children on the autistic spectrum (Gal et al., 2005). This study found that the children with autism were as able as the typically developing children to engage with the task, although qualitative differences in their responses were recorded.  相似文献   

15.
16.
Children with autism exhibit a deficit in narrative comprehension which adversely impacts upon their social world. The authors’ research agenda is to develop an interactive software system which promotes an understanding of narrative structure (and thus the social world) while addressing the needs of individual children. This paper reports the results from a longitudinal study, focussing on ‘primitive’ elements of narrative, presented as proto-narratives, in an interactive software game which adapts to the abilities of individual children. A correlation has been found with a real-world narrative comprehension task, and for most children a clear distinction in their understanding of narrative components.  相似文献   

17.
We developed a modular robotic tile and a system composed of a number of these modular robotic tiles. The system composed of the modular robotic tiles engages the user in physical activities, e.g., physiotherapy, sports, fitness, and entertainment. The modular robotic tiles motivate the user to perform physical activities by providing immediate feedback based upon their physical interaction with the system. With the modular robotic tiles, the user is able to make new physical set-ups within less than a minute. The tiles are applicable for different forms of physical activities (e.g., therapeutic rehabilitation), and with the proper radio communication mechanism they may give unique possibilities for documentation of the physical activity (e.g., therapeutic treatment). A major point of concern in modular robotics is the connection mechanism, so we investigated different solutions for the connection between the modules, and outline their pros and cons for utilizing modules with different connection mechanisms as different kinds of playware. This kind of playware is highly motivating because of its immediate feedback and fun, interesting games. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

18.
19.
The design of computational artifacts involves many communication acts occurring through different channels; usability tests, for example, have been used as a main communication channel between designers and users. Other channels used during the design process include requirement analysis, scenario construction, prototyping, etc. This work takes the Westley and MacLehan communication model and projects it into the context of interactive artifact design, resulting in a model of fractal nature. Some channels already present during the design process fit in well with the model we are proposing. It also reveals that other channels have not been explored in the global process of communication. Thus, we show how a semiotic-based analysis can unify techniques, methods and tools that support design, as well as make explicit the necessary interactions among designers, users and computers through different channels.  相似文献   

20.
This study compared a conventional P300 speller brain-computer interface (BCI) to one used in conjunction with a predictive spelling program. Performance differences in accuracy, bit rate, selections per minute, and output characters per minute (OCM) were examined. An 8×9 matrix of letters, numbers, and other keyboard commands was used. Participants (n = 24) were required to correctly complete the same 58 character sentence (i.e., correcting for errors) using the predictive speller (PS) and the non-predictive speller (NS), counterbalanced. The PS produced significantly higher OCMs than the NS. Time to complete the task in the PS condition was 12min 43sec as compared to 20min 20sec in the NS condition. Despite the marked improvement in overall output, accuracy was significantly higher in the NS paradigm. P300 amplitudes were significantly larger in the NS than in the PS paradigm; which is attributed to increased workload and task demands. These results demonstrate the potential efficacy of predictive spelling in the context of BCI.  相似文献   

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